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Residents of the cold, harsh north, the '''Kellids''' (pronounced KEHL-ids)<ref>{{Cite book/Campaign Setting|247}}</ref> are what every resident of [[Avistan]] thinks of when they think of the word "[[barbarian]]". Sandwiched between an empire of [[Hold of Belkzen|orcs]], marauding [[Demon|demons]] and the witch haunted kingdom of [[Irrisen]], Kellids are a savage product of their harsh environment.
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Residents of the cold, harsh north, the '''Kellids''' (pronounced KEHL-ids)<ref>{{Cite book/Campaign Setting|247}}</ref> are what every resident of [[Avistan]] thinks of when they think of the word "[[barbarian]]". Sandwiched between an empire of [[Hold of Belkzen|orcs]], marauding [[Demon|demons]] and the witch haunted kingdom of [[Irrisen]], Kellids are a savage product of their harsh environment.
   
 
==Appearance==
 
==Appearance==
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The appearance of the Kellid people is sculpted by the landscape in which they have to survive. They are generally lean in physique as the land does not produce enough to allow Kellids to get fat. They also normally have very dark hair. Kellids tend to dress in primitive clothing made from leathers, furs and hide. Their exact style of dress tends to change depending on the individual tribe and the local climate. One item of clothing unique to the Kellids is their Zoic fetishes, small charms made out of bundles of twine hair and stone that are often enchanted with powerful [[Druid|druidic]] magic.<ref name="CSp26-27">{{Cite book/Campaign Setting|26-27}}</ref>
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The appearance of the Kellid people is sculpted by the landscape in which they have to survive. They are generally lean in physique as the land does not produce enough to allow Kellids to get fat. They also normally have very dark hair. Kellids tend to dress in primitive clothing made from leathers, furs and hide. Their exact style of dress tends to change depending on the individual tribe and the local climate. One item of clothing unique to the Kellids is their Zoic fetishes, small charms made out of bundles of twine hair and stone that are often enchanted with powerful [[Druid|druidic]] magic.<ref name="CSp26-27">{{Cite book/Campaign Setting|26-27}}</ref>
   
 
==History==
 
==History==
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==Culture==
 
==Culture==
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Kellid culture like the Kellid people is shaped by its harsh surroundings. It is a primitive culture that focuses on tribes and tribal loyalty. The language of the Kellids, [[Hallit]], is a coarse language with no written form. Most Kellids are distrustful of magic due to being beset by the magical threats of the Worldwound and the witches of Irrisen. Kellids value strength bravery and cunning over the book learning of the weaker southern peoples. Despite this disinterest in education the Kellids are not a stupid people; it is just that their situation allows little room for learning that does not aid in their struggle for survival. The two main gods of the Kellids are [[Gorum]] and [[Desna]] though many also believe in animism and some Kellids in the [[Realm of the Mammoth Lords]] even worship the giant god [[Minderhal]].<ref name="CSp26-27" />
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Kellid culture like the Kellid people is shaped by its harsh surroundings. It is a primitive culture that focuses on tribes and tribal loyalty. The language of the Kellids, [[Hallit]], is a course language with no written form. Most Kellids are distrustful of magic due to being beset by the magical threats of the Worldwound and the witches of Irrisen. Kellids value strength bravery and cunning of the book learning of the weaker southern peoples. Despite this disinterest in education the Kellids are not a stupid people it is just that their situation allows little room for learning that does not aid in their struggle for survival. The two main gods of the Kellids are [[Gorum]] and [[Desna]] though many also believe in animism and some Kellids in the [[Realm of the Mammoth Lords]] even worship the giant god [[Minderhal]].<ref name="CSp26-27" />
   
 
==References==
 
==References==
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